About This File
Before industrialization the main occupation of people, for ALL civilizations, has been agriculture.
Without a reliable source of food, no empire could fuel it's troops or civilian population for long.
Cyrodiil is vast, boasting 9 fortified cities and an immense population. Yet where are the farms that
should be dotting the landscape in every direction? Where does all the food come from to feed that
Settlements of Cyrodiil is an attempt to answer those questions. The project first began as an effort
to rescue some very nice farm and village mods that had gone to the wayside so to speak. Some of these
had fallen victim to un-patched conflicts with larger, more popular mods. Others were unfinished beta
releases that the original authors simply abandoned.
This is a completed and overhauled version of the Oranstad beta release by Spectic. The mod was essentially
a shell village with basic landscaping and architecture in place. Nothing else was done at that stage.
Oranstad Township adds a fully working farming settlement just off of the Gold Road East of Skingrad. It
is nestled in amongst the towering trees due North of Grayrock Cave and due South of Gottlesfont Priory.
Landscaping features include two ponds and a running stream. There are 22 NPCs with detailed daily
schedules, including 3 town guards. They grow crops, raise cattle, and sell some of those goods.
You will see the townsfolk working the fields, socializing, and otherwise going about their busy lives.
There is a trail through the forest which leads to Gottlesfont Priory. Some of the NPCs make regular
trips with a guard escort to spend time worshipping. If you use the patch for MTC Expanded Villages,
the trail links to the village added by MTC as well.
Shops include a butcher, book store, blacksmith selling armor and weapons, an alchemy shop, and stables.
There will be a buyable home in a future update but the interior is still being worked on. For now there is
a cot in the barn which you can sleep on for free. I am also planning to add horses for sale at the stable
but haven't completely finished that part yet. Sorry to put those things off, but my work life is a little
hectic and just wanted to get this out...it's been sitting on my pc for far too long now
A marker will show up on your map so you can find the village easier, but you will need to hoof it there
once to "discover" the location. While I have made every effort to iron out glitches, missing something in
a first release is almost a given. Let me know if you find anything which requires doctoring up.
Oblivion patched to 1.2.0416
1. Extract to your Oblivion Data folder either manually or using the mod manager of your choice.
2. Set load order.
3. Play and enjoy!
Suggest using BOSS to set load order. All of these files are already recognized.
Specific load order instructions are included with each read-me file as well.
May conflict with other mods and patches which edit the same game cells. Tested and works fine
with Castle West Weald and Reclaiming Sancre Tor. There are compatibility patches available as
a separate download for MTC Expanded Villages and Unique Landscapes-Lush Woodlands.
Bethesda - for Oblivion and the CS
Nifskope and GIMP - for the tools that made this possible.
Tes4Edit - for cleaning the inevitable dirt from my mods
LHammonds - for the read-me generator this file was based on
spectic - for the original beta mod this is based off of
EldescrollsFan001 - for testing and the idea to add the Gottlesfont trail (good idea)
Vorians - for allowing me to use his patch as a starting point for one of my own
Me - for design and creation
Please do not upload these files to any other sites without my express consent.